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Everything posted by IndianaWalsh

  1. When there's a force power that corresponds or is fairly similar, I use that as a guideline. Otherwise, I *try* to price things based on what talents can do, or price them in relation to one-another. For example, Teleport was priced out based on what it would cost to take a few powers from the flight and phasing trees that could have replicated the effect of teleportation (i. e., the ability to get from point A to point B and ignore obstacles). That said, a lot of these things were priced out fairly haphazardly; I post stuff in the Discord but there's such a large volume of abilities that it's difficult to get feedback on every single one. Things I'm still trying to puzzle out (although I haven't had as much time since the school year started and more of my time is going towards actually *running* my game) Gear: Superheroes don't really acquire wealth through adventuring, and while the Wealth power has allowed me to abstract this somewhat, I'd eventually like to develop a wealth-level system for gear acquisition like exists in, for example, Rogue Trader. Shapeshifting: shapeshifting can be accomplished somewhat clumsily with Limitations ("I only have access to this power when in a certain form") and talents (such as the shapeshifter talent from Terrinoth or my own "Henshin Hero" talent), but I'd prefer to figure out a more intuitive means of integrating shapeshifting, as well as pricing out the disguise aspect. Combat: Genesys combat is weird; most fights take only a couple rounds, especially since superpowers give characters a lot of ways to deal more damage, bypass Soak, etc. In addition, since these rules tip the scales towards melee combat, Brawn-focused characters have a pretty huge advantage, since Brawn applies to combat checks twice (once through success from skill rolls, and again since Brawn is added to melee/brawl weapon damage) and it applies to soak as well. One of the PCs in the game I'm running is an immortal knight with 5 brawn who's invested extremely heavily in Durability powers, and it's created a bit of an imbalance since any adversary that can get past his Soak is incredibly dangerous to the other three characters. I'm puzzling over a few solutions to these issues, including giving all starting PCs +5 or +10 Wounds, de-coupling Brawn from Soak, or even (and this would be the most radical) doing away with the soak-wounds-crits system altogether in favor of a combat momentum system like in Adeptus Evangelion. Vehicles: My supers rules interact with the vehicle rules (Wealth lets you get easy access to them) but I haven't really figured out how certain powers (speed, for example) should interact with the vehicle rules, or whether it's really appropriate for vehicle-scale weapons to be as dangerous as they are in this setting. Investigation: A big part of superhero-ing is investigating crimes and supervillainous plots. In the future, I'd like to try my hand at integrating some of the concepts from GUMSHOE into Genesys. Ease of Use: at the moment, fully utilizing this ruleset requires having the core rulebook, the Terrinoth rulebook (for heroic abilities, magic gear, and talents), and this PDF, and switching between the three documents as well as any additional homebrew material you might want to integrate; especially for players new to Genesys, this can get pretty confusing. I did up a character creation guide with links for my home game, but pretty much all of my players ended up missing something. I'm not sure there's an easy solution to this that doesn't involve integrating all the relevant material into a single document, which is somewhat sketchy IP-wise, but I'm aware that it's a problem.
  2. I dig this. I especially like the inclusion of some specific non-combat-oriented abilities, which I felt were lacking in the original magic rules (I'm not a huge fan of the "mother may I" approach to magic in unstructured time). These rules are a bit math-ier, but they're "Advanced" so that's fine. I dig the alternate take on concentration (reducing your casting characteristic instead of costing a maneuver) as well. It's hard to evaluate balance-wise, since picking up magic abilities is so expensive, but there's also potential to become incredibly powerful. It looks like the incentive exists to hyper-specialize, since 20 xp per basic ability (and then 10 xp per upgrade) is pretty punishing. You might want to give the basic abilities individual costs, since the ability to make the world's worst ranged attack is probably overvalued at 20 xp and the ability to teleport is probably under-valued at 20 xp.
  3. In true comic book fashion, I've decided to introduce cover variants (thanks again to JustinKase): FASERIP Yellow and Grey Passion. Taking some feedback I've gotten here and on Reddit, I've re-named the Teleportation power to "Phasing" and have introduced Teleportation as its own major power. I've also introduced Invisibility. Teleportation Camouflage Would love some feedback on the ability costs.
  4. VERSION 2.8 NOW AVAILABLE Another smallish update. I have some fixes I want to get done re: suggestions about Teleportation, but what I'm most excited about right now is the NEW COVER! JustinCase messaged me last month with a beautiful new cover design, which really nicely fuses the old Marvel FASERIP style with the Genesys lineart-and-blueprints style. Other updates include a few spelling fixes and a few extra paragraphs on the subject of limitations. I've also added a few new example limitations based on what players and NPCs in the game I'm now running are starting to do. Another new thing is a small change to the "No Mere Mortal" rule. Having actually playtested the rules, it's clear to me that Brawn becomes kind of a god-stat, and so I've replaced the rule that gives you twice your Brawn to unarmed attacks with one that just gives you Brawn +3. That way there isn't such an overwhelming difference between a bruiser-character and a character that chooses to be a technical fighter (using the talents from RoT that let you replace Brawn with Agility or Cunning). When I have some time and I've run some more sessions, I'd like to add an example adversaries section. A question that's hanging over me is whether to include my Simplified Adversaries or to convert the adversaries I'm creating for the game over to the standard Genesys statblocks.
  5. Take a look at the Wealth and Intelligence trees. With Intelligence, you can use Mechanics to build gear from the Science Fiction and Space Opera settings, which gives you access to sophisticated items nobody but other super-intelligent gadgeteers have (I also let my super-intelligent player buy approved items from the Edge of the Empire corebook). Confronted by sharks? Use Careful Planning to declare that you brought your bat-shark-repellent with you. Wealth gives you a Batcave (complete with crime lab), an Alfred, and eventual access to batmobiles, batwings, and batboats, all charged to your bat-credit-card.
  6. Por que no los dos? It would be pretty straightforward to convert the item creation rules (p. 197) to a list of attributes for building a special attack. Then just use those rules to build maybe 5 "example" attacks for players who don't want to bother with building their own.
  7. I sort of just eyeballed it. Here's the Cypher statblock for reference. Soak in Genesys is usually a few points higher than in Cypher, whereas Wounds are usually a little lower than Cypher's HP ratings. I don't think there should be a hard-and-fast rule for converting, since Cypher NPCs have a much wider variance in armor/hp/damage (as well as to-hit target numbers, which Genesys usually doesn't modify at all) than Genesys adversaries do.
  8. A couple more converted adversaries, this time a Nemesis and a Minion: Enthraller (Nemesis) ⬢⬢◆ Soak: 4 Wounds: 12 Strain: 20 Attack: Damage 5, Crit 4; see Combat Modifications: Perception and detecting falsehoods ⬢⬢◆◆◆ Combat: An enthraller usually relies on dominated minions to make physical attacks on its behalf. An enthraller can make a psychic attack on a creature within short range as an action. On a failed Discipline roll, the target acts as the enthraller mentally commands on its next action. If the same target is affected by this dominating attack a second time within a minute, the enthraller’s mental control lasts until the enthraller’s concentration is broken. Alternatively, as its action, an enthraller can emit a psychic burst that can target up to three creatures in short range. Each victim makes a Discipline roll; on a failure, they suffer 4 points of damage, ignoring Soak, and are unable to take actions on their subsequent turn and grant ■■ to any attack rolls against them. The enthraller’s attack is a form of mental feeding. If it brings a PC above their Wound Threshold, the enthraller regains 4 points of health. Interaction: An enthraller can communicate telepathically with characters within short range. It tries to mentally dominate whoever it runs across and will negotiate only with characters who are strong enough to harm it. Even if an enthraller makes a deal, it eventually reneges if it senses any advantage for doing so because it implicitly believes that other creatures are cattle. Goblin (Minion) ◆◆ Soak: 2 Wounds: 3 Attack: Damage 4, Crit 2; see Combat Modifications: Tasks related to perception, stealth, and setting traps ◆◆◆ Combat: Goblins attack from the shadows with ambushes and hit-and-run tactics. In the first round of a successful ambush, goblins attack as ◆◆ creatures and deal 2 additional points of damage, and they attempt to draw larger prey into traps they’ve previously set. They often flee in the face of real danger. Interaction: Goblins are lying tricksters but can be cowed into cooperating for short periods.
  9. Simplified Adversaries Assigning characteristics and skill ranks to adversaries can sometimes be time-consuming. In the Cypher system, adversaries are defined by a single target number that PCs must roll to succeed at any skill check against that adversary. That target number is then modified when the adversary has some special ability or weakness. This approach makes NPC creation very quick and focused(I find it cuts the process in about half), and minimizes bookkeeping. For a typical adversary, you only need to record a small amount of information: the adversary's difficulty pool, its soak, and its wounds. You can give the adversary gear, which I recommend keeping to a minimum. You can also include "modifications," circumstances under which the adversary's difficulty pool changes. An example statblock for a simple adversary: The two purple dice next to the merchant's name indicate his difficulty pool -- this is the difficulty PCs roll against for any tasks relating to the merchant. Invert it (change purples to greens and reds to yellows), and you have the pool the merchant rolls for any of his skill checks. Modifications indicate the merchant's difficulty pool for merchanty things -- the merchant is an average human overall, but is quite skilled at tasks related to his profession. More complex adversaries also make for easier bookkeeping. This is the Blitzer (adapted directly from Numenera): Rather than having to track six characteristics and as many skills, you just worry about the one difficulty/skill pool. If you expect the Blitzer to be around for more than one scene, you can include additional Modifications as you see fit, and there's nothing wrong with changing the difficulty pool on the fly for certain tasks when it makes sense (if, for some reason, the Blitzer had to make a Computers check, it probably wouldn't make sense to roll ⬢◆◆).
  10. I think this advancement system works well for horror games but might not translate so well to other genres. As other users noted, characters invariably roll more combat checks than other skill checks -- even if a game is not combat-heavy, even if you only have combat once every couple sessions, the combat rules have players rolling checks every single round. So, whereas most individual skills will only get rolled once or twice per session, whenever you have a combat scene *every* character is rolling a check *every* round for at least three or four rounds. The reason it's not a problem for Call of Cthulhu is that you're supposed to be actively avoiding combat.
  11. Phasing as an ability would actually be identical to teleportation -- it lets you bypass physical obstacles with your movement. There are some accuracy-related things under super-speed, but I'm very hesitant to allow people to just auto-hit with ranged weapons. I'd consider an ability that gives thrown weapons auto-fire, though. To increase the range you can teleport, you can combine it with super-speed, with a Limitation on your speed indicating that it can only be activated while Teleport is active. Currently I have my sights set on -- permanently being larger than sil 1 (if you want your character to be a t-rex or something), having extra arms, and invisibility.
  12. You absolutely could divide the XP by 5 but doing so would not save you any time or mental effort since everything is printed in 5s. It would have been better if the system had been printed the way you say, but introducing it as a houserule would pointlessly confuse your players.
  13. I'd also give it a couple ranks of Primal magic and Signature Spell with an attack spell (different depending on which game's Behemoth you're using).
  14. So you'd want a different power table for every different kind of minion? I might be missing something here, because it looks like Gash and Swoop are the same ability but with a different cost? I'm very hesitant to give one player access to the action economy of six minions, but thinking about that character-type did give me an idea for an adversary: MANY-MAN (RIVAL) Mild-mannered mailman Manuel “Manny” Mann moonlights as the malicious mobster, Many-Man! BR AG INT WP CUN PR 2 3 3 2 4 3 Soak: 3 Wounds: 12 Defense: 0/0 Attacks: Unarmed (Brawl): 4 damage, Crit 5 Machete (ag-Melee): 5 damage, Crit 2 Skills: Brawl 1, Melee 2, Coercion 2, Coordination 1, Cool 1, Driving 2, Piloting 1, Superpower (Cun) 3 Abilities: Adversary 1, Signature Spell (improved) [Conjure+Medium+Additional], Finesse Self-Duplication: Many-Man may manifest copies of himself with an Easy Superpower check. His copies have all the same abilities and equipment, including self-duplication, but they disappear when the copy that manifested them is knocked out. Equipment: Assault rifle (Ranged; Damage 8; Critical 3; Range [Long]; Auto-fire), heavy clothing (+1 soak), power-regulating headband (see Druid’s Circlet, but applies to Many-Men instead of animals. Free “summon ally” plus concentration per encounter)
  15. For that kind of character, I'd probably just take the Superpowers magic skill with the Conjure spell type. I'd be interested to see what you'd come up with that's more in-depth, though! I do address "swarm of ants"-type characters on page 4 with "The Roach-Fiend" (based on a character my friend played in a Cypher system supers one-shot).
  16. Version 2.6: Not a lot of changes. Speed: Momentum grants Pierce instead of extra damage, for symmetry with Strength. Pages 3-5 include some design notes and suggestions about reskinning powers. Also included are two new power levels: Street-Level and Anime bull Level.
  17. Rereading what I wrote, I realize that the introduction makes absolutely no sense when presented on its own, you're right. These pages are from an appendix to another project and their references to another subsystem (and a couple sub-subsystems) are definitely confusing to someone who hasn't just read the 30 pages describing that subsystem. Sorry for thoughtlessly taking them from that document instead of writing a proper introduction. This version should be a bit less confusing. Thank you for pointing that out.
  18. I haven't run it yet (I'm starting a campaign in a couple weeks). Encounter balance will definitely be a challenge, but I don't think an insurmountable one. As long as you know what toys your group is playing with, you should be able to come up with adversaries that will challenge them, especially since the genre gives you a lot of freedom to introduce new threats once your players outgrow old ones.
  19. Version 2.5 now available New stuff: "Superpowers" and "Martial Arts" magic skills. Both of these skills give you much narrower options than the other magic skills, but you can activate them for a lower strain cost, can tie them to different characteristics, and you don't have to invest in knowledge skills to use them. Mind Control and Telekinesis have been separated New Talent: "Fastball Special" Appendix converting the power trees to the talents system No abilities have X cost anymore but I'm still not sure of a non-narrative effect for the "microscopic" ability under the Shrink power In addition: have an adversary TAURINE (RIVAL) Energy-drink-powered thug BR AG INT WP CUN PR 5 3 1 2 2 2 Soak: 10 Wounds: 20 Defense: 0/0 Attacks: Unarmed (Brawl): 10 damage, Crit 4, Knockback, Pierce 4 Skills: Brawl 3, Athletics 3, Resilience 2, Coordination 1, Cool 1 Abilities: Adversary 1 Strength: Taurine can lift any object up to silhouette 3 without making a check. He may also use the Hurl ability. His unarmed attacks have Breach 2 against objects and vehicles. Speed: Taurine gains one free extra maneuver per round which can only be spent on movement. His first unarmed attack deals +2 damage for each range band he has moved in that round. Durability: Taurine has Armor 2 against physical projectiles Flight: Once per day, Taurine may spend a maneuver to immediately drink a can of Bull Honky. He gains the ability to move through the air and can carry any object or person he can lift into the air with him for the rest of the scene. Limitations: Momentum: Taurine’s strength increases exponentially while in motion. If he has not moved at least one range band this round, his Brawn drops to 4, his attacks lose all Pierce and Breach, he loses the ability to lift anything larger than Silhouette 1, he loses his Armor, and his Soak drops to 7. Bull Honky: Taurine’s power is derived from his habitual consumption of an energy drink called Bull Honky. If he has not consumed the drink in the past 2 hours, he loses all special abilities, his Brawn drops to 3, and his Intellect increases to 2.
  20. The super-strength power tree gives a few different options. The basic power lets you lift any object up to silhouette 1 without a check and gives your unarmed strikes a special quality called Knockback, which lets you spend two advantage to knock an adversary away by one range band. Upgrades can increase the silhouette you can lift. Other upgrades give your unarmed strikes Pierce and eventually Breach. I opted for that to keep superpowered damage from spiraling out of control. You can build a character that's *like* Superman (you can even use Flight to be "inspiring" and lift large objects without worrying about their structural integrity), but my powers only scale up to letting you do things like lift a building (silhouette 4). Green Lantern would probably have the Flight and Telekinesis powers as well as the Superpowers magic skill tied to his Willpower giving him access to the Conjuration spell (that last part is in the newest version of the PDF which I just uploaded). Batman would use the Intelligence and Wealth powers. He might have others as well that are tied to his hi-tech suit, if you want to go more of a Dark Knight Returns route. You can have large power discrepancies with superpowered and "normal" characters working side-by-side, but I don't currently have a way to represent characters like Superman lifting planets and flying around the world so fast that they go back in time. For stuff that extreme I recommend FASERIP.
  21. I'd like to submit Genesys: Superheroes for the list, along with the conversion of the power trees to talents.
  22. Hi. I'm working on my rules for playing superheroes, which uses power trees similar to the Star Wars Force Powers, and as a side project have converted those abilities to talents, for GMs who don't want to bother with my subsystem. Warning: because they started as power *trees*, the prerequisites for these talents are pretty intricately intertwined, so they may be a bit of a pain to read. Genesys: Superheroes Talents 1.1 I'd love some feedback on the wording and XP costs and I figure converting the abilities to talents might make them more accessible for other groups and settings.
  23. A summoned monster that replaces the summoner would be effectively indistinguishable from shapeshifting, so you could use the Shapeshifter and Improved Shapeshifter talents from Realms of Terrinoth (also the Mongrel archetype from the Steampunk chapter of the core book) as a starting point for something akin to "true summoning." Also, I may be misreading your question, but what's wrong with the Conjure magic action to represent most forms of summoning?
  24. !!! VERSION 2 NOW AVAILABLE !!! Changes for version 2: Added an explanation to hopefully clarify how the power trees work. Limitations are now a little stronger. Most give a higher bonus. Added power trees for Intelligence, Size Manipulation, and Stretching Slight changes to a few powers. New talent: "Signature Power" A couple abilities have "X" cost. These are abilities whose cost I'm not so sure about. I'm very open to suggestions.
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